engine/bin/data/shaders/gltf/voxelize.frag.glsl
2021-04-20 00:00:00 -05:00

143 lines
4.1 KiB
GLSL

#version 450
#define DEFERRED_SAMPLING 0
#define USE_LIGHTMAP 1
#define PI 3.1415926536f
layout (constant_id = 0) const uint TEXTURES = 1;
struct Material {
vec4 colorBase;
vec4 colorEmissive;
float factorMetallic;
float factorRoughness;
float factorOcclusion;
float factorAlphaCutoff;
int indexAlbedo;
int indexNormal;
int indexEmissive;
int indexOcclusion;
int indexMetallicRoughness;
int indexAtlas;
int indexLightmap;
int modeAlpha;
};
struct Texture {
int index;
int samp;
int remap;
float blend;
vec4 lerp;
};
layout (std140, binding = 0) readonly buffer Materials {
Material materials[];
};
layout (std140, binding = 1) readonly buffer Textures {
Texture textures[];
};
layout (location = 0) in vec2 inUv;
layout (location = 1) in vec2 inSt;
layout (location = 2) in vec4 inColor;
layout (location = 3) in vec3 inNormal;
layout (location = 4) in mat3 inTBN;
layout (location = 7) in vec3 inPosition;
layout (location = 8) flat in ivec4 inId;
layout (binding = 7) uniform sampler2D samplerTextures[TEXTURES];
layout (binding = 8, rg16ui) uniform volatile coherent uimage3D voxelID;
layout (binding = 9, rg16f) uniform volatile coherent image3D voxelNormal;
layout (binding = 10, rg16f) uniform volatile coherent image3D voxelUv;
layout (binding = 11, rgba8) uniform volatile coherent image3D voxelAlbedo;
layout (location = 0) out uvec2 outId;
layout (location = 1) out vec2 outNormals;
#if DEFERRED_SAMPLING
layout (location = 2) out vec2 outUvs;
#else
layout (location = 2) out vec4 outAlbedo;
#endif
vec2 encodeNormals( vec3 n ) {
// return n.xy / sqrt(n.z*8+8) + 0.5;
return (vec2(atan(n.y,n.x)/PI, n.z)+1.0)*0.5;
}
float wrap( float i ) {
return fract(i);
}
vec2 wrap( vec2 uv ) {
return vec2( wrap( uv.x ), wrap( uv.y ) );
}
float mipLevel( in vec2 uv ) {
const vec2 dx_vtc = dFdx(uv);
const vec2 dy_vtc = dFdy(uv);
return 0.5 * log2(max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc)));
}
bool validTextureIndex( int textureIndex ) {
return 0 <= textureIndex && textureIndex < textures.length();
}
void main() {
const vec3 P = inPosition;
if ( !(abs(P.x) < 1.0 && abs(P.y) < 1 && abs(P.z) < 1) ) discard;
vec4 A = vec4(0, 0, 0, 0);
const vec3 N = inNormal;
const vec2 uv = wrap(inUv.xy);
const float mip = mipLevel(inUv.xy);
const int materialId = int(inId.y);
const Material material = materials[materialId];
const float M = material.factorMetallic;
const float R = material.factorRoughness;
const float AO = material.factorOcclusion;
// sample albedo
const bool useAtlas = validTextureIndex( material.indexAtlas );
Texture textureAtlas;
if ( useAtlas ) textureAtlas = textures[material.indexAtlas];
if ( !validTextureIndex( material.indexAlbedo ) ) discard; {
Texture t = textures[material.indexAlbedo];
A = textureLod( samplerTextures[(useAtlas) ? textureAtlas.index : t.index], (useAtlas) ? mix( t.lerp.xy, t.lerp.zw, uv ) : uv, mip );
// alpha mode OPAQUE
if ( material.modeAlpha == 0 ) {
A.a = 1;
// alpha mode BLEND
} else if ( material.modeAlpha == 1 ) {
// alpha mode MASK
} else if ( material.modeAlpha == 2 ) {
if ( A.a < abs(material.factorAlphaCutoff) ) discard;
A.a = 1;
}
if ( A.a == 0 ) discard;
}
#if USE_LIGHTMAP
if ( validTextureIndex( material.indexLightmap ) ) {
#if DEFERRED_SAMPLING
outUvs = inSt;
#else
Texture t = textures[material.indexLightmap];
const float gamma = 1.6;
const vec4 L = pow(textureLod( samplerTextures[t.index], inSt, mip ), vec4(1.0 / gamma));
A *= L;
#endif
}
#endif
const vec4 outAlbedo = A * inColor;
const uvec2 outId = uvec2(inId.w+1, inId.y+1);
const vec2 outNormals = encodeNormals( normalize( N ) );
const vec2 outUvs = wrap(inUv.xy);
imageStore(voxelID, ivec3(P * imageSize(voxelID)), uvec4(outId, 0, 0));
imageStore(voxelNormal, ivec3(P * imageSize(voxelNormal)), vec4(outNormals, 0, 0));
imageStore(voxelUv, ivec3(P * imageSize(voxelUv)), vec4(outUvs, 0, 0));
imageStore(voxelAlbedo, ivec3(P * imageSize(voxelAlbedo)), outAlbedo);
}